C.I.A. HQ: Viper Community Thread (NO C. VIPER TALK)

Konami while developing the Crissagrim: "It’s a rare drop from an enemy only in the reverse library, what are the chances people will actually ever find it? Let’s make it beat everything in the game for free."
While developing Alucard shield’s shield rod effect: “So it should be ridiculous damage recover mana and make Alucard invincible? It’s not instantly obvious that it has this effect so maybe people won’t try it…”

Warning this is my 1st video. So its pretty lackluster.

[media=youtube]6TMMmIJqYsE[/media]

Constructive criticisms is very welcome since I really want to get better at editing and such.

Love the Vergil combos dripped in Swag

and the tax-master screen, lol

Liked your team when you first mentioned it. Still do.

nice video AceKillah. your vid is making me consider picking Vergil up again.

Wow, that was a great video. Really did a good job of getting me hyped for that team.

Spent all day getting my ass kicked in Marvel (played like shit). But I did manage to finish FF13-2, and feel compelled to report on that… shrug

I’m very happy with the whole thing, the main story is well put together and complete and the gameplay and content are good. The way the execution of the storytelling is miles ahead of anything in any other JRPG too. My biggest miff is that there are alot of lose threads (3 really, really, big ones that I won’t mention unless you guys finish), but they aren’t essential to the main plot, and square says they will DLC to filling the gaps later.

Bottom line, it’s been too long since a good FF game. 13-2 is in my opinion the best FF since X (But nowhere near as good as X to be fair).

Did you finish the main story or the complete game?

That’s good to hear. Like really good. I couldn’t stand XII. X-2 and XIII I enjoyed, but agree in that they didn’t compare to X or my other fav FFs.

I’m not sure what you mean by “complete” I beat the main quest and have 125/160 fragments. Now I’m working on alternate endings and other fragments.

Yeah that’s what i meant. ^^ i beat the main quest this past weekend too and am now hunting for fragments and stuff. It’s so much more fun than doing the same shit over and over like it was in the late game of XIII.

Funny thing is, it really isn’t that different from 13. It just kinda proves my point/hypothosis that 13 was really close to doing alot of things right, but never actually succeeded in doing anything right.

My biggest surprise is the story/characters. All the reviews were talking about how bad they were, but I though the 3 main characters (Serah/Noel/Caius) were great, and the main part of the plot made sense and was reasonably good, if a bit convoluted. There’s still those big 3 loose ends the game just kind of ignored, but we’ll see what the DLC actually is.

hmm ill give ffXIII-2 chance over spring break. my brother also seems to enjoy it so it probably wont disappoint me

Can you guys believe that someone on the Zero board said that this corner carry combo is impractical because Zero needs to have a charged buster? lol

First vid btw:
[media=youtube]UnT7RqV-qGM[/media]

Up Raikosen… I never thought of that, I’ve been doing the falling jB stuff, but that looks much more stable.

I still fuck up the LL way too much though… :frowning:

On a random note, I got whooped yesterday. Played a bunch of Marvel, and around here I usually boast roughly an 80% win rate… But Hulk just kept happening, and I was playing like shit.

I used to have Hulk problems with c.viper, no matter how hard I try with the match-up I feel like I can’t stop him… Luckily Zero destroys Hulk for free, 2 hit projectile, 3 hit buster and 3 hit s.H all kill his super armor moves

I noticed the LL is much easier if you do the motions nice and slow unlike rapid seismos where you want to do them as fast as possible… I dig into the stick and make sure I feel every direction(no homo)

I usually handle Hulk pretty well, but not this last week. Would have lost alot more if not for Zero (Jackass Gamma Crush’d through Zero’s jC a few times… annoying).

My friend plays Dorm/Hulk/Taskmaster, it’s a pretty annoying team to deal with actually.

lol no joke, those are my three most hated characters to play against

He only recently put task on there, so i didn’t have the most experience blocking Dorm’s teleports. It’s fucking obnoxious how, when he teleports behind you in the corner, how your character (and Dorm) doesn’t really turn around until Dorm practically hits the ground. Makes it look like he’ll land in front of you… untill he doesn’t. Gotten used to that though. Dorm is just hella good in this game, and he does pretty well against Zero. Less so against Viper, but with that Hulk assist it’s just annoying because you can’t really punish anything, you just gotta go super lame… which opens yourself up to Arrows+Port as an approach/mixup. It’s annoying.

Yet again Chrisis character creation time, today’s character:

The Scarlet Witch

[details=Spoiler]
Name: Wanda “The Scarlet Witch” Maximov
Origin: Marvel, X-Men #4

**Appearance:

**

Health: 750,000
General: Phoenix size/build/hitbox, very slow walk speed, slow dash speed.
Scaling: Normals 0.10, specials 0.20, hypers 0.40.

Synopsis: The Scarlet Witch has mix up that as soon as she’s within half screen can instantly become terribly fear inspiring. It doesn’t lead to a heck of a lot of damage but she’s incredibly safe and can go for tons of resets, she can also control space near her exceptionally well

Specials:

Disaster: Shrapnel: 236 Attack (Hold) (Air okay): Scarlet tosses a hex bolt out, as long as she holds the attack the sphere remains idle, it has no hitbox or durability. When she releases the button an explosion sends shrapnel flying, approximately the size of Dormammu’s 2 destroyer charged explosion. This has 15 frames of 2 low durability. Does 150,000 damage over 15 hits, wall bounces on hit, heavy knock back on block, 16 frames before the sphere is thrown, 8 recovery, 3 frames to activate, remains active 15 frames. Uses 1 disaster gauge.
A version is in front of Scarlet at foot level. 10 frames to travel to location.
B version is directly in front. 5 frames to travel to location.
C version is above and in front at head level. 10 frames to travel to location.

**Disaster: Sink Hole: 22 Attack (Hold) (Air Okay): **Scarlet with tosses a hex sphere to the ground, as long as she holds the attack the sphere remains idle, it has no hitbox nor durability. When she releases the button a low hitting sink hole opens at the location, approximately as wide as seismic hammer. Does not hit enemies in the air, on hit it forces standing hit stun, OTGs, 90,000 damage spread over 2 hits. Throwing the sphere has 8 frames before the sphere is thrown, 8 recovery, 5 frames to activate, remains active 14 frames. Uses 1 disaster gauge.
A version is directly under Scarlet’s position, 4 frames to reach target location [from ground].
B version is directly adjacent to A version, farther forward, covers a little more than light seismo range. 8 frames to reach target location [from ground].
C version is adjacent to B version, farther forward around Medium seismo range 12 frames to reach target location [from ground].

Disaster: Meteor Crash: 623 Attack (Hold) (Air Okay): Scarlet tosses a fast traveling hex bolt to the sky, as long as she holds the attack button the sphere remains idle at the top of the stage, it has no hitbox nor durability. When she releases the button a meteor falls from the sky at that location at 5 medium durability points, hitting overhead, ground bounces on hit, 100,000 damage spread over 3 hits, 8 frames before the sphere is thrown, 8 frames recovery, 5 frames to activate, remains active 20 frames. Uses 1 disaster gauge.
A version is directly under Scarlet’s position, 8 frames to reach target location [from ground].
B version is directly adjacent to A version, farther forward, covers a little more than light seismo range. 12 frames to reach target location [from ground].
C version is adjacent to B version, farther forward around Medium seismo range. 16 frames to reach target location [from ground].

Disaster: Heart Attack: 63214 Attack (Hold) (Air Okay): Scarlet tosses a slow moving peekabo sized hex sphere that travels in the air at roughly Hadouken height until it reaches its target location These have 1 low durability point. Version done in the air cannot hit grounded enemies. On release the target suffers a heart attack, this is a command grab that causes crumple on hit, for air hit hard knock down. 100,000 damage in a single hit, 12 frames before the sphere is thrown, 32 frames recovery, 1 frame to activate, remains active 5 frames. Uses 1 disaster gauge.
A version is directly in front of Scarlet’s position, 8 frames to reach target location .
B version is 2 peekabo widths away from Scarlet. 16 frames to reach target location .
C version is 3 peekabo widths away from Scarlet. 32 frames to reach target location .

Meditate: 22S (Hold) (Air Okay): The Scarlet witch meditates, energy flowing around her. This charges disaster gauge at an accelerating rate, the frames it requires to charge 1 gauge are: 20, 19, 17, 14, 10, 5, 4, 3, 2, 1. There are 12 frames recovery after release.

Teleport 421S/623S (Air Okay): The Scarlet witch teleports in a red flash. 6 frames start up, gone for 3 frames, 18 frames of recovery.
421 version teleports all the way back to the upper back corner.
623 version teleports directly behind the enemy.

Flight 214S (Air Okay): The scarlet witch enters flight mode, lasts 100 frames. 8 frames start up.

Hyper Combos:

**Instant Chaos: 214A+B (Air Okay): **After the super freeze Scarlet flashes crimson for a moment, refilling her disaster gauge to maximum. 4 frames invincible start up, 2 frames recovery.

Not your day: 236A+B: Scarlet tosses her hands forward and hex spheres/bolts scatter all over, 1 for every remaining meter in the disaster gauge. These randomly become any of the disasters aside from heart attack.

House of M: 623A+B (Level 3): Scarlet says “No More Mutants” and hits the full screen for 250,000 damage. Enemies hit by this (point or assists) lose the ability to super jump, dash, special, hyper, crossover counter for 600 frames. This move has hard knock down, 20 frames start up, 3 frames active 50 frames recovery.

Normals:

Coming sooner or later. >.>;

Sample combos:

Coming sooner or later.

NOTES: All Hex Spheres dissipate when Scarlet is hit!
All hex spheres can activate at any time once they reach their target location
Disaster gauge starts at 3 with 10 being the maximum.
If disaster gauge is empty all disasters can hit Scarlet Witch or her team mates as well![/details]